Scapewatch Atlas

Actions

Skilling actions

A skilling task is a loop of timed actions at one node. Each action rolls success, then may double-gather or save materials.

See it on the systems map

Rules and numbers

  1. confirmed Gather skills (fish, mine, forage, invoke, farm, plunder, bard, vigor) get double gather; process skills (cook, smith, craft, imbue, brew, barter) get material save; other skills get neither.
    Source: ClientState.js:2858-2863; Constants.js:1270
  2. confirmed A failed action gives no task progress; a gather action yields success x (1 + double chance) progress on average.progressPerAction = success * (1 + doubleChance) [gather]; = success [process]
    Source: ClientState.js:2482-2496
  3. confirmed On process tasks the material-save proc only keeps the input; it adds no extra progress.
    Source: ClientState.js:2475-2478
  4. confirmed A Lucky task forces success and resolves two actions per cooldown without shortening the timer.
    Source: Constants.js:119-120; ClientState.js:2486-2491
  5. confirmed Success, speed, double and save all scale off one per-skill pool of action sources: capes/pets, tools, Fortress milestones, beacons, Collector and talents.
    Source: ClientState.js:2533-2540
  6. dev note A fully decked skill has a 42-source base (8 capes/pets + 20 tools incl. lanterns + 14 Fortress milestones), 49 with one full beacon family.
    Source: Constants.js:4691-4694
  7. dev note Each successful skilling action heals +1 HP and +1 Spirit.
    Source: tips.json
  8. confirmed Inside the Fortress, actions run 10x faster (GAUNTLET_HASTE) after the 2.0 s floor, so the effective floor is 0.2 s.
    Source: Constants.js:1245-1246; Constants.js:4440

More in Actions

Action time · Alms · Bank trips · Beacons · Double gather · Inventory and satchels · Material save · Movement speed · Pets · Potions · Scraps · Sleep mode and offline time · Success chance · Teleport crystals · Telescopes · Tools · Vigor · XP per action

Statuses: confirmed is a value or rule in the game files; observed is measured from recorded play; dev note comes from a developer comment, tooltip or patch note; inferred is worked out from the files with the assumption stated; unknown is decided on the server. Game data read 2026-10-03.